""" Defines Region for The Witness, assigns locations to them, and connects them with the proper requirements """ from collections import defaultdict from typing import TYPE_CHECKING, Dict, FrozenSet, List, Tuple from BaseClasses import Entrance, Region from worlds.generic.Rules import CollectionRule from .data import static_logic as static_witness_logic from .locations import WitnessPlayerLocations, static_witness_locations from .player_logic import WitnessPlayerLogic if TYPE_CHECKING: from . import WitnessWorld class WitnessPlayerRegions: """Class that defines Witness Regions""" player_locations = None logic = None @staticmethod def make_lambda(item_requirement: FrozenSet[FrozenSet[str]], world: "WitnessWorld") -> CollectionRule: from .rules import _meets_item_requirements """ Lambdas are made in a for loop, so the values have to be captured This function is for that purpose """ return _meets_item_requirements(item_requirement, world) def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: FrozenSet[FrozenSet[str]], regions_by_name: Dict[str, Region], backwards: bool = False): """ connect two regions and set the corresponding requirement """ # Remove any possibilities where being in the target region would be required anyway. real_requirement = frozenset({option for option in req if target not in option}) # There are some connections that should only be done one way. If this is a backwards connection, check for that if backwards: real_requirement = frozenset({option for option in real_requirement if "TrueOneWay" not in option}) # Dissolve any "True" or "TrueOneWay" real_requirement = frozenset({option - {"True", "TrueOneWay"} for option in real_requirement}) # If there is no way to actually use this connection, don't even bother making it. if not real_requirement: return # We don't need to check for the accessibility of the source region. final_requirement = frozenset({option - frozenset({source}) for option in real_requirement}) source_region = regions_by_name[source] target_region = regions_by_name[target] backwards = " Backwards" if backwards else "" connection_name = source + " to " + target + backwards connection = Entrance( world.player, connection_name, source_region ) connection.access_rule = self.make_lambda(final_requirement, world) source_region.exits.append(connection) connection.connect(target_region) self.created_entrances[source, target].append(connection) # Register any necessary indirect connections mentioned_regions = { single_unlock for option in final_requirement for single_unlock in option if single_unlock in self.reference_logic.ALL_REGIONS_BY_NAME } for dependent_region in mentioned_regions: world.multiworld.register_indirect_condition(regions_by_name[dependent_region], connection) def create_regions(self, world: "WitnessWorld", player_logic: WitnessPlayerLogic) -> None: """ Creates all the regions for The Witness """ from . import create_region all_locations = set() regions_by_name = dict() for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items(): locations_for_this_region = [ self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] for panel in region["panels"] if self.reference_logic.ENTITIES_BY_HEX[panel]["checkName"] in self.player_locations.CHECK_LOCATION_TABLE ] locations_for_this_region += [ static_witness_locations.get_event_name(panel) for panel in region["panels"] if static_witness_locations.get_event_name(panel) in self.player_locations.EVENT_LOCATION_TABLE ] all_locations = all_locations | set(locations_for_this_region) new_region = create_region(world, region_name, self.player_locations, locations_for_this_region) regions_by_name[region_name] = new_region for region_name, region in self.reference_logic.ALL_REGIONS_BY_NAME.items(): for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]: self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name) self.connect_if_possible(world, connection[0], region_name, connection[1], regions_by_name, True) # find regions that are completely disconnected from the start node and remove them regions_to_check = {"Menu"} reachable_regions = {"Menu"} while regions_to_check: next_region = regions_to_check.pop() region_obj = regions_by_name[next_region] for exit in region_obj.exits: target = exit.connected_region if target.name in reachable_regions: continue regions_to_check.add(target.name) reachable_regions.add(target.name) self.created_regions = {k: v for k, v in regions_by_name.items() if k in reachable_regions} world.multiworld.regions += self.created_regions.values() def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None: difficulty = world.options.puzzle_randomization if difficulty == "sigma_normal": self.reference_logic = static_witness_logic.sigma_normal elif difficulty == "sigma_expert": self.reference_logic = static_witness_logic.sigma_expert elif difficulty == "none": self.reference_logic = static_witness_logic.vanilla self.player_locations = player_locations self.created_entrances: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: []) self.created_regions: Dict[str, Region] = dict()